using System;
using System.Collections;
using Server.Items;
using Server.ContextMenus;
using Server.Misc;
using Server.Network;

namespace Server.Mobiles 
{
	public class HireFighter : BaseHire 
	{
		[Constructable] 
		public HireFighter()
		{
			SpeechHue = Utility.RandomDyedHue();
			Hue = Utility.RandomSkinHue();

			if ( this.Female = Utility.RandomBool() ) 
			{
				Body = 0x191;
				Name = NameList.RandomName( "female" );
			}
			else 
			{
				Body = 0x190;
				Name = NameList.RandomName( "male" );
				AddItem( new ShortPants( Utility.RandomNeutralHue() ) );
			}
			Title = "the fighter";
			HairItemID = Race.RandomHair( Female );
			HairHue = Race.RandomHairHue();
			Race.RandomFacialHair( this );

			SetStr( 91, 91 );
			SetDex( 91, 91 );
			SetInt( 50, 50 );

			SetDamage( 7, 14 );

			SetSkill( SkillName.Tactics, 36, 67 );
			SetSkill( SkillName.Magery, 22, 22 );
			SetSkill( SkillName.Swords, 64, 100 );
			SetSkill( SkillName.Parry, 60, 82 );
			SetSkill( SkillName.Macing, 36, 67 );
			SetSkill( SkillName.Focus, 36, 67 );
			SetSkill( SkillName.Wrestling, 25, 47 );

			Fame = 100;
			Karma = 100;

			switch ( Utility.Random( 2 )) 
			{
				case 0: AddItem( new Shoes( Utility.RandomNeutralHue() ) );break;
				case 1: AddItem( new Boots( Utility.RandomNeutralHue() ) );break;
			}
			
			AddItem( new Shirt());

			// Pick a random sword
			switch ( Utility.Random( 5 )) 
			{
				case 0: AddItem( new Longsword() );break;
				case 1: AddItem( new Broadsword() );break;
				case 2: AddItem( new VikingSword() );break;
				case 3: AddItem( new BattleAxe() );break;
				case 4: AddItem( new TwoHandedAxe() );break;
			}

			// Pick a random shield
			switch ( Utility.Random( 8 )) 
			{
				case 0: AddItem( new BronzeShield() );break;
				case 1: AddItem( new HeaterShield() );break;
				case 2: AddItem( new MetalKiteShield() );break;
				case 3: AddItem( new MetalShield() );break;
				case 4: AddItem( new WoodenKiteShield() );break;
				case 5: AddItem( new WoodenShield() );break;
				case 6: AddItem( new OrderShield() );break;
				case 7: AddItem( new ChaosShield() );break;
			}
		  
			switch( Utility.Random( 5 ) )
			{
				case 0: break;
				case 1: AddItem( new Bascinet() );break;
				case 2: AddItem( new CloseHelm() );break;
				case 3: AddItem( new NorseHelm() );break;
				case 4: AddItem( new Helmet() );break;

			}
			// Pick some armour
			switch( Utility.Random( 4 ) )
			{
				case 0: // Leather
					AddItem( new LeatherChest() );
					AddItem( new LeatherArms() );
					AddItem( new LeatherGloves() );
					AddItem( new LeatherGorget() );
					AddItem( new LeatherLegs() );
					break;

				case 1: // Studded Leather
					AddItem( new StuddedChest() );
					AddItem( new StuddedArms() );
					AddItem( new StuddedGloves() );
					AddItem( new StuddedGorget() );
					AddItem( new StuddedLegs() );
					break;

				case 2: // Ringmail
					AddItem( new RingmailChest() );
					AddItem( new RingmailArms() );
					AddItem( new RingmailGloves() );
					AddItem( new RingmailLegs() );
					break;

				case 3: // Chain
					AddItem( new ChainChest() );
					AddItem( new ChainCoif() );
					AddItem( new ChainLegs() );
					break;
			}

			PackGold( 25, 100 );
		}
		
		public override bool ClickTitle{get{return false;}}
		
		public HireFighter( Serial serial ) : base( serial ) 
		{
		}

		public override void Serialize( GenericWriter writer ) 
		{
			base.Serialize( writer );

			writer.Write( (int) 0 );// version 
		}

		public override void Deserialize( GenericReader reader ) 
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();
		}
	}
}
